Pathfinder - Sorcerer Archetypes Breakdown

Disclaimer

I will use content from the core rules, but will intentionally omit any content not published
on the official Pathfinder SRD due to the
unmanageable volume of non-SRD content, and the wildly varying quality of non-SRD content.
If you would like me to write handbooks for specific content not published on the official
SRD, please email me and I will consider it on a case-by-case
basis. I will use the color coding scheme which has become common among Pathfinder build
handbooks. Also note that many colored items are also links to the Paizo SRD.

Red: Bad, useless options, or options which are extremely situational.

Orange: OK options, or useful options that only apply in rare circumstances

Green: Good options.

Blue: Fantastic options, often essential to the function of your character.

Temporary Note: Pathfinder Unchained and Occult Adventures were
both recently added to the SRD. I'm excited to explore them, and I am actively working
on adding their contents to my collection of handbooks. I appreciate your patience while
I make these changes.

Archetypes

Sorcerers have very few archetypes because they are more commonly defined
by their Bloodline. Both archetypes are compatible.

If you really want to combine two bloodlines, Crossblooded is pretty
fantastic. You get both or your choice of each ability from your bloodlines,
which allows for some really clever combinations. However, the drawbacks really
do hurt.

Class Skill: Two bonus class skills is pretty nice,
but you still only get 2+ skills, and you may have dumped intelligence.

Bonus Spells: Pick either option for your bonus
spell known at each level where you gain bonus spells known.

Bonus Feat: Add all of the options to your list of
selectable bonus feats. This is especially great because most bloodlines don't
have enough worthwhile choices to get you to 20th level.

Bloodline Arcana: You get both bloodline arcanas,
and many of them are very good.

Bloodline Powers: Select either bloodeline power
at the specified level. Many bloodlines have some very good powers mixed in with
some really awful ones, and this is a good way to min-max your powers.

Drawbacks: You lose one spell known from each level,
which severely limits your already limited versatility. As such, you will need
to depend more on your bloodline powers. You also take a permanent -2 penalty
to will saves, which is pretty dangerous. You can offset the will save penalty
with Iron Will, but the loss of a spells known really hurts. Selecting a favored
class bonus which gets you bonus spells known can help address this, but you
will always have issues with your highest-level spells.

The Mongrel Mage sacrifices the raw power of a single-bloodline Sorcerer for the
fantastic ability to switch bloodlines on a daily basis. This adds some much-needed
versatility to the Sorcerer, but adds annoying restrictions on usage of Bloodline
Powers and Bloodline Spells.

Mongrel Reservoir (Su): Many bloodlines have really
fantastic powers, but many are situational. This allows you to switch bloodlines to
one which will meet your needs better for the day. Unfortunately, your usage of these
abilities is limited by the Mongrel Pool. Your Mongrel Pool should be large enough to
cover your needs on most days, but it is frustrating to need to keep track of the
Mongrel Pool in addition to the limited number of uses per day provided by Sorcerer
Bloodlines.

Bloodline Spells: Bloodlines provide a lot of very good
bonus spells known, and delaying the new spells for several levels is very annoying.